This deck has been crazy fun so far, and got me all the way through gold without dropping a match. It's basically an aggro sacrifice list, like it says on the tin. The true key to the deck is Chandra, easily. Generating 2 tokens every turn, which literally everything else in the deck can use, is pretty damn great. Turns on priest, buffs aspirant, fodder for spark harvest & village rites, etc.
So, card breakdown of what's in there:
Blood Aspirant: He's kinda like Korvold's mini-me. Gets buffed every time something gets sac'ed, even passage, and can be a sac outlet himself, though obviously that's basically as a last option. T2 aspirant into T3 Chandra means Aspirant is a 3/3 after the tokens go away, which puts it out of bonecrusher nuke range.
Judith: 2 ATK tokens are quite a bit scarier than 1 ATK tokens, and the extra chip damage from non-tokens dying adds up pretty quick.
Kroxa/Mayhem Devil/Priest/Woe Strider/Claim the Firstborn/Village Rites should all need no explanation, I would hope. lol.
Spark Harvest: From playing other sacrifice decks, one weakness I'd noticed is an occasionally difficult time dealing with Planeswalkers, especially high end ones like Nissa or big Ugin. It also is a very useful sac outlet, but works without it in a pinch. This has proved to be very very handy in my tests. Originally I only had 2, but it performed so well I added the 3rd.
Chandra: As mentioned at the start, she's the enabler for everything else. I think people have forgotten how good she was in sac decks when she first came out, before the days of cat/oven.
Embereth Shieldbreaker: Blowing up Clovers, mostly. Can also be useful if someone is big on Henge, etc.
Murderous Rider: Sometimes, you really want that direct hard removal, like potentially against a go-wide deck which insulates their key troops from dying to Priest.
Act of Treason: Because stealing someone's Elder Gargaroth and then smacking them in the face with it before sac'ing it to draw 2 cards is more fun than is legal in some states or the more repressive countries.
Agonizing Remorse: I don't have to explain why this is useful and when/how to use it, right? Good.
Extinction Event: This is kind of a "last 2 slots" card for this deck. There are obviously times when having an AOE is incredibly useful, or even vital. This seemed the best option, since you can play around your own event, so their board takes a much bigger hit from it than yours does. Witch's Vengeance is another option here, for much the same reasons. Which one you should use between the two is going to depend on the meta you're going to be encountering. That said, it's entirely possible the deck doesn't *need* an AOE, and this should be 2 of something else, but figuring that out is what more testing is for.
Soul-Guide Lantern: Because *bleep* Uro. Right in his *bleeping* *bleep*. Also obviously useful if people are up to other GY shenanigans, and can draw you a card in a pinch. Cling to Dust might be an alternate option here as well.
Anyway, that's the deck. I realize not much time is left before this version of Standard goes away, but so far this has seemed like a really fun way to spend that time. Assuming you find smacking people in the face with their own critters before offering them as blood sacrifices to the dark gods is a good time.... Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!!
|Instant, Sorcery, Enchantment, Artifact (11)|
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